Author Topic: Idea for Shilds on Capships  (Read 6259 times)

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Offline phreak

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Idea for Shilds on Capships
Quote
Originally posted by IceFire

Actually...it feels kind of low res.


because the shield hit ani is 64x64
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Offline IceFire

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Idea for Shilds on Capships
And with multiple ANI's overlaying and being shown at the same time....its probably a good idea to stay down at that size.
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Offline Shrike

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Idea for Shilds on Capships
Quote
Originally posted by DTP
the hull impact ani is a fixed size and does not conform to the hull.

the shield impact ani is conformed to area of the shield mesh where it hits, and the size varies according to the size of the shield mesh polygon that was hit.

so it is projected on the mesh as it where a texture, but it is not using the mesh`s texture cordinates which would be a nice way to solve the to many polygon problem.

The best way do solve the Shield ani "bloop" effect on large warships should be to let the artist of the shield mesh determine how the shield should look when hit in a certain area, by using UV map cordinates.
I'm quite aware of both those facts.

I'm saying it would be nice if the shield ani size when displayed could be fixed at a certain size.  That would necessitate some looking into how exactly the engine displays the shield ani and how it wraps it.
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Offline Zeronet

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Idea for Shilds on Capships
I'd give up multiplayer for higher polys etc.
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Idea for Shilds on Capships
This is a thought-experiment as I have no idea as to how I'd actually do this (and FS2 isn't installed so I can't test right now - new computer + discs at a friend who is away's house)

The simplest way to make the shield hit's small would be to treat the hits on capships as though they were decals. Since your hitting a fairly flat surface (of the shield) to begin with, what we do is simply draw a new polygon onto the shield exactly where we hit it, sized to the shield hit animation size. Apply a little more of the logic decal's use, and you can make this draw multiple poly's if it hits and intersection and then adjust the UV coords so the animation play's as one.

Problem solved. Anyone who wants to try and code this, I suggest looking up how you do it on the net - there's plenty of info - starting here is recommended www.gamedev.net